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I really wouldn't recommend this game to anyone who's new to the setting.
EDIT: oh, and I won't react to everything in your rant as it's far too long, but if you're stuck on some books you can use desks! On desks you can understand books just like with the Verb but unlike it, you can use tools or inks on top of memories for an Aspect boost. No way level 6 Memories will resist you then.
EDITEDIT: Generally, I'll happily concede that BoH has issues with telling you what to do. I disagree that the crafting system should be more intuitive than it is now - I think it's very cool that to make a devious beast from 1000 years ago hatch from a gull egg, I have to find the recipe in obscure, occult books - but the basic stuff should be obvious or at least plainly indicated. You should be told that you can use desks to get past the hardest books, you should be told that you can give your assistants more that just memories to progress their aspects, etc.
But otherwise? I know where you're coming from. I also got the midgame slump where you have to wait for the perfect coordination of random weather and assistant and it's very frustrating, but as soon as I started crafted, as soon as I stopped trying to do things the way I had up to now and started trying new things, the block vanished and the rest of the House went very fast (and without spending days praying for the ♥♥♥♥♥♥♥ Nun to proc).
Anyway, should have dropped this in the reviews and not the forum. Now you're going to get people pointing out the ways you're factually wrong on a few fronts and it will get so damn unpleasant.
On this point, I suspect I know what you're referring to.
This may just be a mistake. Neither Stargall nor Yewgall are made from Inks of Containment.
I stand corrected! :)
It also could be flavor text and is intended to only be partially accurate in some cases. Crafting has been straightforward, as far as I've seen. Each skill has two aspects, and each aspect has a prentice, scholar, and keeper recipe. The scholar recipe requires a type of item (glass, liquid, etc), and you'll get the hint for that when crafting if you have a skill of 10+. In addition to the required 15+ skill, the keeper recipe requires a specific item, and you won't be told what it is.
A few also have additional crafting options, like to make candles and whatnot.
That's... not the results I've gotten from the Winter aspected Inks of Containment. Are you talking about another Winter ink skill that I perhaps don't have?
There is a logic to where skills go in the Tree of Wisdom. And each branch off that tree gives one of two elements of the soul. For instance, putting a skill in Bosk will get you either Ereb or Health, depending on the skill.
You are absolutely not locked out of at least one soul type. I suspect you are assuming that you will always get the same soul element as you did the first time on that branch of the tree.
I don't think you're intended to remove an infestation or curse or w/e solely with the skill that is effective against it. None of my skills that are effective against infestations (witchworms) have winter. None of my skills effective against curses have the knock aspect I need to remove it. Coincidentally, high end ink has 7 aspect.
You're given three chances to increase your skill after you start the process, and that's randomly selected from weather, memories, soul, art, comfort, or a random mood that gives +2 to three or four aspects.
I have no grail, sky, rose, or edge soul elements yet (yep, zero - I haven't been assigning my skills to the tree), and have been able to read challenge level 8 books of those aspects. Sky's up to 10 because of the better weather cards. My top skills are at 8 Winter, 7 Moon, 6 Knock, Edge, Forge, Scale, Heart and 5 Sky, Rose, Nectar, Moth, Lantern. Only 4 Grail since I haven't seen much of those. I have 49 skills total, only one of which is a language.
I've found the game very forgiving, but I've seen a lot of complaints from a number of people saying the opposite. And I think what might be happening is a lot of things, small and large, are simply being overlooked. I saw one post where someone was strongly recommending that you never attempt to read a book above your skill because of some chance for failure and getting a malady. Many aren't making use of crafting drinks (or even good found ones) to help their assistants. Often, people are stuck trying to unlock rooms and don't realize that they already have the tools to unlock them, they just haven't found them. Or they have, and didn't recognize them for what they were.
There are so many skills, and I hate looking at them all helter skelter.
It may also be heretical to suggest this, but there are just too many skills. It devalues the effect of having them. I understand that you need to have X amount of skills to fill up the skill table with (which I do unironically love by the way) but I would suggest a simple, elegant solution: Make a big chunk of the skill passive, rather than active abilities. Have some of them shave x amount of time reading books. Have some of them boost certain attributes during certain circumstances (your Health gains +1 heart during the summer, your Fet gains +1 Knock when you're in the possession of a melody memory, etc, etc.), have some of them increase the potency of potions, etc. Perhaps this would entail a radical redesign of the game, but to be honest I'd prefer that over the insane skill bloat experienced already in the mid-game.
I dunno, perhaps it's too radical a suggestion. But I feel that something must be done.
Also, I do need a sort by______ button soon, or I swear the worms in the world will feast on my brain t
Scale 6 doesn't require you to have high level skills. You need a lvl 1 Scale skill Scale aspect 2), Memory: Fear (Scale 2), unupgraded health (Scale 1) and an hourglass as a tool (Scale 1).
I guess you didn't notice that hourglass is a tool. There are also a few Scale inks lying around.
Generally I think inks are a viable way to break out of being softlocked because of some randomness.
Instead, it's a puzzle game. A very big, very elaborate abstract puzzle game where you match cards to slots and try to figure out which cards and which slots generate the cards you need to progress.
At some level, the lore is a very abstract overlay that's only tangentially connected to the game itself. You can play the game while completely ignoring the lore (although as you noted, there sometimes are hints buried deep in the books and other lore objects; and it's helpful to know how the aspects connect to the in-game elements and each other.)
That's definitely a departure from Cultist Simulator, where there was a much more logical connection between the lore and the mechanics of the game. If you wanted to progress in certain ways you needed to read the books associated with that path of progression and do certain actions that logically made sense (well, according to occult logic, anyway!) It doesn't work that way here, there's a lot more stuff that just doesn't make sense.
But I'm still enjoying the game. Again, I'm just treating it like a puzzle game and going with it. Why does putting certain cards into the pipe organ generate a scientific lens? Who knows, I'm just going with it.
I also just ran across another skill that doesn't fit the mold and didn't have a prentice level recipe. So the general rule mostly holds true. But not always. That seems to be the case for a number of things in this game. :)
I should add, another crucial difference between CS and BoH, something that arguably works against the latter: scope. Unlike Cultist Simulator, Book of Hours does not lend itself to being replayed multiple times from scratch. Because of this, things like the aforementioned trial-and-error system for determining how best to assign skills to the Tree of Wisdoms go from mere inconvenience to a bafflingly badly built waste of time.
Again: 40 hours, and I have largely enjoyed my time, but there are pain points here I can't overlook, and I am sincerely at a point in the game where I see my explorations devolving into a loop of struggling to get the last third or so of the house unlocked. (More memories with aspects higher than 2 would be useful in that regard!) I plan to come back when there have been a few QoL overhauls, but for now, I think I've wrung all the enjoyment I can out of it.
A question for you then - where do you feel that you've been screwed over by the game, or frustrated? What specifically are you struggling on? I'm curious what level of challenge for rooms has been giving you trouble.
It's also a huge contrast to CS where the end was extremely hectic as you were juggling multiple timers. Can't we have a middle of the road thing? Where the endgame doesn't require me to align 10 timers just right to gain a 2 second window of opportunity BUT ALSO not an endgame where the gameplay ends 30 min. before I get to do the final click towards the victory screen?
But beyond that? Strategically assigning stuff in the Tree, is not necessary. I went by whatever piece of lore of the two I liked best, personally, and it didn't stop me from unlocking the house and completing the game. Generally, there's not much pressure to level up the right skills, or level up your soul, or whatever, because there's a very wide numbers of things you can do to compensate for whatever inefficiencies you create. You don't have the skills to craft that memory you need for that book? Well, you can probably use a tool to supplement a lower level memory, or maybe use an ink. Your wist is too low to open that moth challenge? Give your assistant some honey and those shears, and he'll do just fine.
And so on. Generally, if you feel like you're stuck, it's probably because you're missing some way to make your life easier. Because, in general, the game won't tell you those ways exist.
EDIT: And yeah, the Numa requirement to end the game is awful. Terrible. I'm sure there's good lore reason to it, but as it is I spent upward of an hour on it and it's putting me off doing a second playthrough.
Inks of containment + 5 sky = Stargall
(All ink skills + 5 sky = Stargall)
Inks of containment + 5 nectar = Yewgall
(Again, all ink skills + 5 Nectar = Yewgall)
These are both pretty straight forward, you want to make a sky or nectar based ink? Use the Ink skill plus that aspect. Where it falls apart is this pattern doesn't hold for Catwink(Moon focus) or Perhibiate(2 heart/2 lantern/2 scale/1 winter). These you need to make with the Ink skill that has that focus so the One with Moon for Catwink and the one with Scale for Perhibiate. Yet this also fails because Inks of Revelation has lantern yet you can't make perhibiate and catwink has scale but you can't use Inks of power with scale(that makes perhibiate).
So for 2 of the Apprentice Inks it makes sense yet the other 2 all bets are off. 50% intuitive.
These skills pretty clearly show where some clean up is needed. If you need more examples then I ask you how to make fabric from scratch(you can't despite having at least 2 skills pretty clearly themed around it), why don't forge skills make metal from scratch(instead you need knock), and WTF is Insects & Nectars a MOON aspected CHANDLERY skill which makes ZERO items with Moon and instead needs Moth.
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As for OP's post. There are definitely some points I disagree with but I whole heartedly agree with Oriflamme being way too slow. If you want to RP as a librarian who collects books, in a game about being a librarian who collects books, it takes a painful amount of time to even get a single new book and that's if Oriflamme's even decides to show up that season. (Oh you ran them out of their stock? Well they're going to take a season or two off to restock.)
EDIT: Sure why not, some more weird Skill things:
Edicts Martial is 1 Edge, 2 Moon. It is the only way to make an Old Wound persistent memory(with Moon). Once you level it to level 5, the 5 edge takes precedent(despite being weaker). Normally you can get around this by just putting in 10 of an aspect. Ok well what's the easiest way to get more Moon? Memories. Well guess what 10 Moon+Memory is the scholar recipe(Woo! another locked path) So you have to get 10 or more Moon, Less than 10 edge, and not use a memory to do an apprentice level craft.
Pentiments & Precursors, Sea Stories, The Great Signs and the Great Scars, and Tridesma Hiera all give Scholar grail hints to add fabric to make their recipe. Ok great! Let's just see here, station that takes fabric, well only the loom. Ok good so far, oh wait. NONE of these fit because of the aspect restrictions.
This totally ruins my spreadsheet. AAAAAAAHHHHHH! Also, pretty cool. Thanks. :)